Home » MODDING HQ 1.13 » Flugente's Magika Workshop » Absurdly small code changes  () 1 Vote
Re: Absurdly small code changes[message #363595 is a reply to message #363535] Sat, 14 August 2021 22:26 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
I've rebalanced shotguns and sniper rifles a bit and did a few other balancing things in GameDir r2611. Shotguns first.

Original values:
Name	        Calibre	        Fire AP	CycleAP	ReadyAP	Damage	Range	Acc.	MagSize	ReloadAP Mags	2-handed Barrels Underb. Scope	Auto AP	Rel.	Rep.Ease Price	Coolness
HK CAWS	        CAWS	        40	0	12	48	200	-2	10	24	Yes	Yes	1	No	2	88	0	-3	2513	7
Baikal MP-233B	12 gauge	36	0	17	40	170	0	2	14	No	Yes	2	No	2	0	0	0	1650	3
SPAS-12	        12 gauge	34	0	17	39	160	-1	7	16	No	Yes	1	No	2	0	1	-1	1547	4
Jackhammer	12 gauge	32	0	10	39	155	2	12	40	Yes	Yes	1	No	2	80	0	-4	1960	6
M4 Super 90	12 gauge	35	0	16	39	155	0	7	16	No	Yes	1	No	2	0	2	0	997	4
M3 Convertib	12 gauge	36	0	17	39	155	0	7	16	No	Yes	1	No	2	0	0	1	902	4
USAS-12	        12 gauge	32	0	17	38	150	-1	20	24	Yes	Yes	1	No	2	56	0	0	2010	6
SPAS-15	        12 gauge	34	0	16	38	150	-1	7	24	Yes	Yes	1	No	2	0	0	-2	934	5
Street Sweeper	12 gauge	34	0	16	38	150	-1	12	20	No	Yes	1	No	2	0	0	-2	1820	4
Saiga 12K	12 gauge	35	0	14	38	145	2	7	24	Yes	Yes	1	No	2	0	0	-1	910	5
Hand Mortar	Cannon          47	0	11	50	100	4	1	20	No	No	1	No	1	0	-4	-4	500	2
Sawed-Off	12 gauge	30	0	1	36	90	0	2	14	No	No	2	No	2	0	0	3	1230	3
Super-Shorty	12 gauge	31	9	2	36	95	0	4	16	No	No	1	No	2	0	0	0	1500	4
Ithaca Model 37	12 gauge	34	10	9	38	150	2	4	16	No	Yes	1	No	2	0	0	3	1390	3
KAC Masterkey	12 gauge	34	10	20	36	90	0	4	16	No	Yes	1	Yes	1	0	0	3	1900	5
Neostead	12 gauge	31	12	9	39	160	6	12	14	No	Yes	1	No	2	0	0	-1	1650	5
Baikal MP-133	12 gauge	36	12	16	39	155	0	7	16	No	Yes	1	No	2	0	0	-1	1980	3
Fabarm SDASS	12 gauge	36	12	15	39	155	1	7	16	No	Yes	1	No	2	0	1	1	1460	5
Remington M870	12 gauge	36	12	15	38	150	1	7	16	No	Yes	1	No	2	0	2	3	822	4
Fabarm FP6	12 gauge	34	12	9	38	135	0	4	16	No	Yes	1	No	2	0	1	1	1400	4

New values:
Name	        Calibre	        Fire AP	CycleAP	ReadyAP	Damage	Range	Acc.	MagSize	ReloadAP Mags	2-handed Barrels Underb. Scope	Auto AP	Rel.	Rep.Ease Price	Coolness
HK CAWS	        CAWS	        38	0	16	48	200	2	10	24	Yes	Yes	1	No	2	86	0	-3	4500	9
Baikal MP-233B	12 gauge	36	0	17	40	170	2	2	14	No	Yes	2	No	2	0	5	4	935	3
SPAS-12	        12 gauge	35	0	15	39	160	1	7	16	No	Yes	1	No	2	0	1	-1	1480	5
Jackhammer      12 gauge	36	0	17	39	155	2	12	40	Yes	Yes	1	No	2	84	0	-4	3500	8
M4 Super 90	12 gauge	35	0	14	39	155	0	7	16	No	Yes	1	No	2	0	2	0	1350	5
M3 Convertible	12 gauge	36	0	16	39	155	1	7	16	No	Yes	1	No	2	0	2	1	1300	5
USAS-12	        12 gauge	35	0	17	38	150	-1	20	24	Yes	Yes	1	No	2	59	1	-1	4000	7
SPAS-15	        12 gauge	34	0	16	38	150	1	7	24	Yes	Yes	1	No	2	0	1	-2	1780	6
Street Sweeper	12 gauge	36	0	16	38	150	-2	12	32	No	Yes	1	No	2	0	2	2	1100	5
Saiga 12K	12 gauge	35	0	14	38	145	1	7	24	Yes	Yes	1	No	2	0	0	-1	1700	6
Hand Mortar	Cannon	        47	0	11	50	100	4	1	20	No	No	1	No	1	0	-4	-4	500	2
Sawed-Off 	12 gauge	30	0	3	36	90	-2	2	14	No	No	2	No	2	0	5	4	700	3
Super-Shorty	12 gauge	31	9	3	36	95	0	4	16	No	No	1	No	2	0	2	3	900	4
Ithaca Model 37	12 gauge	34	10	9	38	150	2	4	16	No	Yes	1	No	2	0	2	3	800	3
KAC Masterkey	12 gauge	33	10	12	36	90	0	4	16	No	Yes	1	Yes	1	0	0	3	1600	5
Neostead	12 gauge	36	12	17	39	160	2	12	14	No	Yes	1	No	2	0	1	-3	1300	5
Baikal MP-133	12 gauge	36	12	16	39	155	2	7	16	No	Yes	1	No	2	0	3	2	600	4
Fabarm SDASS	12 gauge	35	12	14	39	155	3	7	16	No	Yes	1	No	2	0	3	1	1000	4
Remington M870	12 gauge	36	12	15	38	150	3	7	16	No	Yes	1	No	2	0	4	3	700	4
Fabarm FP6	12 gauge	33	12	9	38	135	2	4	16	No	Yes	1	No	2	0	3	1	900	3


  • AP values for firing and readying are now more in line with each other.

  • Accuraccy (only OCTH here, I'm not going down the NCTH rabbit hole) no longer have that weird Neostead outlier. Most importantly pump-actions get a bonus so there's something they are good at.

  • Reliability and repair ease have been altered according to what seemed reasonable to me after watching a few online videos and wild guesswork. Again pump-actions profit, in general they seem to be more reliable than semi-autos.

  • There's been arguing for years that the gun prices are whack (Jackhammer costs less than Baikal MP133 ???). It's hard to genuinely put a good price on these things, considering Arulco is a vaguely defined country in a vaguely defined persiod of time, with some of these guns never haven gone beyond prototype stage. I took what seemed reasonable to me compared to other guns.

  • Similarly I adopted coolness so that the more the game progresses, you see deadlier guns appear.

  • One thing I didn't touch but some people might not be fully aware: Guns that don't use Mags reload per bullet. This means that when you reload, you pay the reload AP cost + the reload cost per bullet (AP_RELOAD_LOOSE) * bullets loaded. This is obviously a lot worse than simply reloading a mag.
    However, this has the sideeffect that you get no AP penalty if the ammo item you reload from has a different magsize than the gun. If you reload your sawed-off, it doesn't matter whether you take the bullets from a 12 Gauge Shells, 12 or 12 Gauge Shells, 2 item. This does mean you can carry a few shells extra without paying any additional AP by optimizing your inventory (a vest slot takes 3 7-stacks or 8 2-stacks, so you can carry 5 extra shells by using the first).

[Updated on: Sat, 14 August 2021 22:27]




I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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